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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/*****************************************************************************
<span class='line'>  2</span> * Cal3D 3d character animation library
<span class='line'>  3</span> * Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger
<span class='line'>  4</span> *
<span class='line'>  5</span> * This library is free software; you can redistribute it and/or modify it
<span class='line'>  6</span> * under the terms of the GNU Lesser General Public License as published by
<span class='line'>  7</span> * the Free Software Foundation; either version 2.1 of the License, or (at
<span class='line'>  8</span> * your option) any later version.
<span class='line'>  9</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 10</span> 
<span class='line'> 11</span> </span><span class="COMM">/*****************************************************************************
<span class='line'> 12</span> * Cal3DJS Javascript port of Cal3D for WebGL and canvas applications
<span class='line'> 13</span> * by Humu humu2009@gmail.com
<span class='line'> 14</span> * http://code.google.com/p/cal3djs/
<span class='line'> 15</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 16</span> 
<span class='line'> 17</span> 
<span class='line'> 18</span> </span><span class="COMM">/**
<span class='line'> 19</span> 	@class CalModel
<span class='line'> 20</span> */</span><span class="WHIT">
<span class='line'> 21</span> </span><span class="NAME">Cal3D.CalModel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreModel</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 22</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreModel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreModel</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 23</span> </span><span class="WHIT">	</span><span class="NAME">this.m_skeleton</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalSkeleton</span><span class="PUNC">(</span><span class="NAME">coreModel.getCoreSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 24</span> </span><span class="WHIT">	</span><span class="NAME">this.m_mixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalMixer</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 25</span> </span><span class="WHIT">	</span><span class="NAME">this.m_morphTargetMixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalMorphTargetMixer</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 26</span> </span><span class="WHIT">	</span><span class="NAME">this.m_physique</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalPhysique</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 27</span> </span><span class="WHIT">	</span><span class="NAME">this.m_springSystem</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalSpringSystem</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 28</span> </span><span class="WHIT">	</span><span class="NAME">this.m_renderer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalRenderer</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 29</span> </span><span class="WHIT">	</span><span class="NAME">this.m_userData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 30</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 31</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalBoundingBox</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 32</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 33</span> 
<span class='line'> 34</span> </span><span class="COMM">/**
<span class='line'> 35</span> 	Attach a mesh to the model.&lt;br />
<span class='line'> 36</span> 	This function attachs a mesh to the model instance.
<span class='line'> 37</span> 	@param {number} coreMeshId The ID of the mesh to be attached.
<span class='line'> 38</span> 	@returns {boolean} true if succeeded; false if the mesh does not exist.
<span class='line'> 39</span> */</span><span class="WHIT">
<span class='line'> 40</span> </span><span class="NAME">Cal3D.CalModel.prototype.attachMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 41</span> </span><span class="WHIT">	</span><span class="COMM">// check if the id is valid</span><span class="WHIT">
<span class='line'> 42</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">coreMeshId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel.getCoreMeshCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 43</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'model.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 44</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 45</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 46</span> 
<span class='line'> 47</span> </span><span class="WHIT">	</span><span class="COMM">// get the core mesh</span><span class="WHIT">
<span class='line'> 48</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel.getCoreMesh</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 49</span> 
<span class='line'> 50</span> </span><span class="WHIT">	</span><span class="COMM">// check if the mesh is already attached</span><span class="WHIT">
<span class='line'> 51</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 52</span> </span><span class="WHIT">		</span><span class="COMM">// check if we found the matching mesh</span><span class="WHIT">
<span class='line'> 53</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getCoreMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">coreMesh</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 54</span> </span><span class="WHIT">			</span><span class="COMM">// mesh is already active so nothing to do</span><span class="WHIT">
<span class='line'> 55</span> </span><span class="WHIT">			</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 56</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 57</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 58</span> 
<span class='line'> 59</span> </span><span class="WHIT">	</span><span class="COMM">// create a new mesh instance</span><span class="WHIT">
<span class='line'> 60</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">mesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalMesh</span><span class="PUNC">(</span><span class="NAME">coreMesh</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 61</span> 
<span class='line'> 62</span> </span><span class="WHIT">	</span><span class="COMM">// set model in the mesh instance</span><span class="WHIT">
<span class='line'> 63</span> </span><span class="WHIT">	</span><span class="NAME">mesh.setModel</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 64</span> 
<span class='line'> 65</span> </span><span class="WHIT">	</span><span class="COMM">// insert the new mesh into the active list</span><span class="WHIT">
<span class='line'> 66</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorMesh.push</span><span class="PUNC">(</span><span class="NAME">mesh</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 67</span> 
<span class='line'> 68</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 69</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 70</span> 
<span class='line'> 71</span> </span><span class="COMM">/**
<span class='line'> 72</span> 	Detach a mesh from the model.&lt;br />
<span class='line'> 73</span> 	This function detaches a mesh from the model instance.
<span class='line'> 74</span> 	@param {number} coreMeshId The ID of the mesh to be detached.
<span class='line'> 75</span> 	@returns {boolean} true if succeeded; false if the mesh does not exist or any error happened.
<span class='line'> 76</span> */</span><span class="WHIT">
<span class='line'> 77</span> </span><span class="NAME">Cal3D.CalModel.prototype.detachMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 78</span> </span><span class="WHIT">	</span><span class="COMM">// check if the id is valid</span><span class="WHIT">
<span class='line'> 79</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">coreMeshId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel.getCoreMeshCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 80</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'model.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 81</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 82</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 83</span> 
<span class='line'> 84</span> </span><span class="WHIT">	</span><span class="COMM">// get the core mesh</span><span class="WHIT">
<span class='line'> 85</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel.getCoreMesh</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 86</span> 
<span class='line'> 87</span> </span><span class="WHIT">	</span><span class="COMM">// find the mesh for the given id</span><span class="WHIT">
<span class='line'> 88</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 89</span> </span><span class="WHIT">		</span><span class="COMM">// get the mesh</span><span class="WHIT">
<span class='line'> 90</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">mesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 91</span> 
<span class='line'> 92</span> </span><span class="WHIT">		</span><span class="COMM">// check if we found the matching mesh</span><span class="WHIT">
<span class='line'> 93</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mesh.getCoreMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">coreMesh</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 94</span> </span><span class="WHIT">			</span><span class="COMM">// erase the mesh out of the active mesh list</span><span class="WHIT">
<span class='line'> 95</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorMesh.splice</span><span class="PUNC">(</span><span class="NAME">meshId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 96</span> 
<span class='line'> 97</span> </span><span class="WHIT">			</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 98</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 99</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>100</span> 
<span class='line'>101</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>102</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>103</span> 
<span class='line'>104</span> </span><span class="COMM">/**
<span class='line'>105</span> 	Get the core model.&lt;br />
<span class='line'>106</span> 	This function returns the core model on which this model instance is based on.
<span class='line'>107</span> 	@returns {Cal3D.CalCoreModel} The core model.
<span class='line'>108</span> */</span><span class="WHIT">
<span class='line'>109</span> </span><span class="NAME">Cal3D.CalModel.prototype.getCoreModel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>110</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>111</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>112</span> 
<span class='line'>113</span> </span><span class="COMM">/**
<span class='line'>114</span> 	Get an attached mesh.&lt;br />
<span class='line'>115</span> 	This function returns the attached mesh with the given core mesh ID.
<span class='line'>116</span> 	@param {number} coreMeshId The core mesh ID of the mesh.
<span class='line'>117</span> 	@returns {Cal3D.CalMesh} The mesh; null if the mesh does not exist.
<span class='line'>118</span> */</span><span class="WHIT">
<span class='line'>119</span> </span><span class="NAME">Cal3D.CalModel.prototype.getMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>120</span> </span><span class="WHIT">	</span><span class="COMM">// check if the id is valid</span><span class="WHIT">
<span class='line'>121</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">coreMeshId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel.getCoreMeshCount</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>122</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_HANDLE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'model.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>123</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>124</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>125</span> 
<span class='line'>126</span> </span><span class="WHIT">	</span><span class="COMM">// get the core mesh</span><span class="WHIT">
<span class='line'>127</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">coreMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreModel.getCoreMesh</span><span class="PUNC">(</span><span class="NAME">coreMeshId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>128</span> 
<span class='line'>129</span> </span><span class="WHIT">	</span><span class="COMM">// search the mesh</span><span class="WHIT">
<span class='line'>130</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>131</span> </span><span class="WHIT">		</span><span class="COMM">// check if we found the matching mesh</span><span class="WHIT">
<span class='line'>132</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getCoreMesh</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">coreMesh</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>133</span> </span><span class="WHIT">			</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>134</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>135</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>136</span> 
<span class='line'>137</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>138</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>139</span> 
<span class='line'>140</span> </span><span class="COMM">/**
<span class='line'>141</span> 	Get the mixer.&lt;br />
<span class='line'>142</span> 	If a mixer that is not an instance of Cal3D.CalMixer was set with the CalModel.setAbstractMixer() method, an INVALID_MIXER_TYPE error 
<span class='line'>143</span> 	is set and null is returned.
<span class='line'>144</span> 	@returns {Cal3D.CalMixer} The mixer; null if the mixer is not set yet or not an instance of Cal3D.CalMixer.
<span class='line'>145</span> */</span><span class="WHIT">
<span class='line'>146</span> </span><span class="NAME">Cal3D.CalModel.prototype.getMixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>147</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_mixer</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>148</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>149</span> 
<span class='line'>150</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_mixer.isDefaultMixer</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>151</span> </span><span class="WHIT">		</span><span class="NAME">Cal3D.CalError.setLastError</span><span class="PUNC">(</span><span class="NAME">Cal3D.CalError.Code.INVALID_MIXER_TYPE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="STRN">'model.js'</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>152</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>153</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>154</span> 
<span class='line'>155</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_mixer</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>156</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>157</span> 
<span class='line'>158</span> </span><span class="COMM">/**
<span class='line'>159</span> 	Get the mixer.&lt;br />
<span class='line'>160</span> 	@returns {Cal3D.CalAbstractMixer} The mixer, null if the mixer is not set yet.
<span class='line'>161</span> */</span><span class="WHIT">
<span class='line'>162</span> </span><span class="NAME">Cal3D.CalModel.prototype.getAbstractMixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>163</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_mixer</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>164</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>165</span> 
<span class='line'>166</span> </span><span class="COMM">/**
<span class='line'>167</span> 	Set the mixer to a Cal3D.CalAbstractMixer subclass instance.&lt;br />
<span class='line'>168</span> 	@param {Cal3D.CalAbstractMixer} mixer The mixer.
<span class='line'>169</span> */</span><span class="WHIT">
<span class='line'>170</span> </span><span class="NAME">Cal3D.CalModel.prototype.setAbstractMixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mixer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>171</span> </span><span class="WHIT">	</span><span class="NAME">this.m_mixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">mixer</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>172</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>173</span> 
<span class='line'>174</span> </span><span class="COMM">/**
<span class='line'>175</span> 	Get the morph target mixer.&lt;br />
<span class='line'>176</span> 	This function returns the morph target mixer.
<span class='line'>177</span> 	@returns {Cal3D.CalMorphTargetMixer} The morph target mixer.
<span class='line'>178</span> */</span><span class="WHIT">
<span class='line'>179</span> </span><span class="NAME">Cal3D.CalModel.prototype.getMorphTargetMixer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>180</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_morphTargetMixer</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>181</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>182</span> 
<span class='line'>183</span> </span><span class="COMM">/**
<span class='line'>184</span> 	Get the physique.&lt;br />
<span class='line'>185</span> 	This function returns the physique.
<span class='line'>186</span> 	@returns {Cal3D.CalPhysique} The physique.
<span class='line'>187</span> */</span><span class="WHIT">
<span class='line'>188</span> </span><span class="NAME">Cal3D.CalModel.prototype.getPhysique</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>189</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_physique</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>190</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>191</span> 
<span class='line'>192</span> </span><span class="COMM">/**
<span class='line'>193</span> 	Get the renderer.&lt;br />
<span class='line'>194</span> 	This function returns the renderer.
<span class='line'>195</span> 	@returns {Cal3D.CalRenderer} The renderer.
<span class='line'>196</span> */</span><span class="WHIT">
<span class='line'>197</span> </span><span class="NAME">Cal3D.CalModel.prototype.getRenderer</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>198</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_renderer</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>199</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>200</span> 
<span class='line'>201</span> </span><span class="COMM">/**
<span class='line'>202</span> 	Get the skeleton.&lt;br />
<span class='line'>203</span> 	This function returns the skeleton.
<span class='line'>204</span> 	@returns {Cal3D.CalSkeleton} The skeleton.
<span class='line'>205</span> */</span><span class="WHIT">
<span class='line'>206</span> </span><span class="NAME">Cal3D.CalModel.prototype.getSkeleton</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>207</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_skeleton</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>208</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>209</span> 
<span class='line'>210</span> </span><span class="COMM">/**
<span class='line'>211</span> 	Get spring system.&lt;br />
<span class='line'>212</span> 	This function returns the spring system.
<span class='line'>213</span> 	@returns {Cal3D.CalSpringSystem} The spring system.
<span class='line'>214</span> */</span><span class="WHIT">
<span class='line'>215</span> </span><span class="NAME">Cal3D.CalModel.prototype.getSpringSystem</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>216</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_springSystem</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>217</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>218</span> 
<span class='line'>219</span> </span><span class="COMM">/**
<span class='line'>220</span> 	Get the global bounding box of the model.&lt;br />
<span class='line'>221</span> 	This function returns the global bounding box of the model.
<span class='line'>222</span> 	@param {boolean} precision indicate if the function need to calculate a correct bounding box.
<span class='line'>223</span> 	@returns {Cal3D.CalBoundingBox} The bounding box of the model.
<span class='line'>224</span> */</span><span class="WHIT">
<span class='line'>225</span> </span><span class="NAME">Cal3D.CalModel.prototype.getBoundingBox</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">precision</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>226</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">norm</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NUMB">1</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>227</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setNormal</span><span class="PUNC">(</span><span class="NAME">norm</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>228</span> 
<span class='line'>229</span> </span><span class="WHIT">	</span><span class="NAME">norm.assign</span><span class="PUNC">(</span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>230</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setNormal</span><span class="PUNC">(</span><span class="NAME">norm</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>231</span> 
<span class='line'>232</span> </span><span class="WHIT">	</span><span class="NAME">norm.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>233</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setNormal</span><span class="PUNC">(</span><span class="NAME">norm</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>234</span> 
<span class='line'>235</span> </span><span class="WHIT">	</span><span class="NAME">norm.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>236</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NUMB">3</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setNormal</span><span class="PUNC">(</span><span class="NAME">norm</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>237</span> 
<span class='line'>238</span> </span><span class="WHIT">	</span><span class="NAME">norm.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>239</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NUMB">4</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setNormal</span><span class="PUNC">(</span><span class="NAME">norm</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>240</span> 
<span class='line'>241</span> </span><span class="WHIT">	</span><span class="NAME">norm.assign</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>242</span> </span><span class="WHIT">	</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NUMB">5</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setNormal</span><span class="PUNC">(</span><span class="NAME">norm</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>243</span> 
<span class='line'>244</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">precision</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>245</span> </span><span class="WHIT">		</span><span class="NAME">this.m_skeleton.calculateBoundingBoxes</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>246</span> 
<span class='line'>247</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_skeleton.getVectorBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>248</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bboxPoints</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="WHIT">  </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>249</span> </span><span class="WHIT">						</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="WHIT"> </span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>250</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">vectorBone.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>251</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>252</span> 
<span class='line'>253</span> </span><span class="WHIT">		</span><span class="COMM">// If it's just an approximation that are needed then</span><span class="WHIT">
<span class='line'>254</span> </span><span class="WHIT">		</span><span class="COMM">// we just compute the bounding box from the skeleton</span><span class="WHIT">
<span class='line'>255</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">precision</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="PUNC">!</span><span class="NAME">bone.getCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">isBoundingBoxPrecomputed</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>256</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT">  </span><span class="NAME">bone.getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>257</span> 
<span class='line'>258</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">planeId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">planeId</span><span class="PUNC">&lt;</span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">planeId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>259</span> </span><span class="WHIT">				</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NAME">planeId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">eval</span><span class="PUNC">(</span><span class="NAME">translation</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>260</span> </span><span class="WHIT">					</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NAME">planeId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setPosition</span><span class="PUNC">(</span><span class="NAME">translation</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>261</span> </span><span class="WHIT">				</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>262</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>263</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>264</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>265</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">localBoundingBox</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">bone.getBoundingBox</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>266</span> </span><span class="WHIT">			</span><span class="NAME">localBoundingBox.computePoints</span><span class="PUNC">(</span><span class="NAME">bboxPoints</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>267</span> 
<span class='line'>268</span> </span><span class="WHIT">			</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">&lt;</span><span class="NUMB">8</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">i</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>269</span> </span><span class="WHIT">				</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">planeId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">planeId</span><span class="PUNC">&lt;</span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">planeId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>270</span> </span><span class="WHIT">					</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NAME">planeId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">eval</span><span class="PUNC">(</span><span class="NAME">bboxPoints</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>271</span> </span><span class="WHIT">						</span><span class="NAME">this.m_boundingBox.plane</span><span class="PUNC">[</span><span class="NAME">planeId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setPosition</span><span class="PUNC">(</span><span class="NAME">bboxPoints</span><span class="PUNC">[</span><span class="NAME">i</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>272</span> </span><span class="WHIT">					</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>273</span> </span><span class="WHIT">				</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>274</span> </span><span class="WHIT">			</span><span class="PUNC">}</span><span class="WHIT">				</span><span class="WHIT">
<span class='line'>275</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>276</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>277</span> 
<span class='line'>278</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_boundingBox</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>279</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>280</span> 
<span class='line'>281</span> </span><span class="COMM">/**
<span class='line'>282</span> 	Get the user data.&lt;br />
<span class='line'>283</span> 	This function returns the user data stored in the model instance.
<span class='line'>284</span> 	@returns {object} The user data stored in the model.
<span class='line'>285</span> */</span><span class="WHIT">
<span class='line'>286</span> </span><span class="NAME">Cal3D.CalModel.prototype.getUserData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>287</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_userData</span><span class="WHIT">
<span class='line'>288</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>289</span> 
<span class='line'>290</span> </span><span class="COMM">/**
<span class='line'>291</span> 	Get the mesh list.&lt;br />
<span class='line'>292</span> 	This function returns the vector that contains all attached meshes of the model instance.
<span class='line'>293</span> 	@returns {Array} The mesh list. 
<span class='line'>294</span> */</span><span class="WHIT">
<span class='line'>295</span> </span><span class="NAME">Cal3D.CalModel.prototype.getVectorMesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>296</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>297</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>298</span> 
<span class='line'>299</span> </span><span class="COMM">/**
<span class='line'>300</span> 	Set the current LOD level.&lt;br />
<span class='line'>301</span> 	This function sets the current LOD level of all attached meshes.
<span class='line'>302</span> 	@param {number} lodLevel The LOD level in the range [0.0, 1.0].
<span class='line'>303</span> */</span><span class="WHIT">
<span class='line'>304</span> </span><span class="NAME">Cal3D.CalModel.prototype.setLodLevel</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">lodLevel</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>305</span> </span><span class="WHIT">	</span><span class="COMM">// set the lod level in all meshes</span><span class="WHIT">
<span class='line'>306</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>307</span> </span><span class="WHIT">		</span><span class="COMM">// set the lod level in the mesh</span><span class="WHIT">
<span class='line'>308</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setLodLevel</span><span class="PUNC">(</span><span class="NAME">lodLevel</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>309</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>310</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>311</span> 
<span class='line'>312</span> </span><span class="COMM">/**
<span class='line'>313</span> 	Set the material set.&lt;br />
<span class='line'>314</span> 	This function sets the material set of all attached meshes.
<span class='line'>315</span> 	@param {number} setId The ID of the material set.
<span class='line'>316</span> */</span><span class="WHIT">
<span class='line'>317</span> </span><span class="NAME">Cal3D.CalModel.prototype.setMaterialSet</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">setId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>318</span> </span><span class="WHIT">	</span><span class="COMM">// set the material set in all meshes</span><span class="WHIT">
<span class='line'>319</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>320</span> </span><span class="WHIT">		</span><span class="COMM">// set the material set in the mesh</span><span class="WHIT">
<span class='line'>321</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">setMaterialSet</span><span class="PUNC">(</span><span class="NAME">setId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>322</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>323</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>324</span> 
<span class='line'>325</span> </span><span class="COMM">/**
<span class='line'>326</span> 	Store user data.&lt;br />
<span class='line'>327</span> 	This function stores user data in the model instance.
<span class='line'>328</span> 	@param {objest} userData The user data to be stored.
<span class='line'>329</span> */</span><span class="WHIT">
<span class='line'>330</span> </span><span class="NAME">Cal3D.CalModel.prototype.setUserData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">userData</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>331</span> </span><span class="WHIT">	</span><span class="NAME">this.m_userData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">userData</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>332</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>333</span> 
<span class='line'>334</span> </span><span class="COMM">/**
<span class='line'>335</span> 	Update the model.&lt;br />
<span class='line'>336</span> 	This function updates the model instance for a given amount of time.
<span class='line'>337</span> 	@param {number} deltaTime The elapsed time in seconds since the last update.
<span class='line'>338</span> */</span><span class="WHIT">
<span class='line'>339</span> </span><span class="NAME">Cal3D.CalModel.prototype.update</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">deltaTime</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>340</span> </span><span class="WHIT">	</span><span class="NAME">this.m_mixer.updateAnimation</span><span class="PUNC">(</span><span class="NAME">deltaTime</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>341</span> </span><span class="WHIT">	</span><span class="NAME">this.m_mixer.updateSkeleton</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>342</span> 
<span class='line'>343</span> </span><span class="WHIT">	</span><span class="NAME">this.m_morphTargetMixer.update</span><span class="PUNC">(</span><span class="NAME">deltaTime</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>344</span> </span><span class="WHIT">	</span><span class="NAME">this.m_physique.update</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>345</span> </span><span class="WHIT">	</span><span class="NAME">this.m_springSystem.update</span><span class="PUNC">(</span><span class="NAME">deltaTime</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>346</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>347</span> 
<span class='line'>348</span> </span><span class="COMM">/**
<span class='line'>349</span> 	Disable internal data (and thus the springs system).
<span class='line'>350</span> */</span><span class="WHIT">
<span class='line'>351</span> </span><span class="NAME">Cal3D.CalModel.prototype.disableInternalData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>352</span> </span><span class="WHIT">	</span><span class="COMM">// disable internal data in all meshes</span><span class="WHIT">
<span class='line'>353</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorMesh.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">meshId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>354</span> </span><span class="WHIT">		</span><span class="COMM">// disable internal data in the mesh</span><span class="WHIT">
<span class='line'>355</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorMesh</span><span class="PUNC">[</span><span class="NAME">meshId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">disableInternalData</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>356</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>357</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>358</span> </span></pre></body></html>